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  /external/skia/src/core/
SkBitmapProcShader.cpp 260 "clamp", "repeat", "mirror"
  /external/webkit/WebCore/css/
CSSPropertyNames.in 204 -webkit-line-clamp
  /frameworks/base/libs/rs/java/Film/src/com/android/film/
FilmRS.java 120 bs.setWrapS(Sampler.Value.CLAMP);
  /packages/apps/Camera/src/com/android/camera/
Util.java 276 public static int clamp(int x, int min, int max) { method in class:Util
  /packages/apps/Gallery3D/src/com/cooliris/media/
StringTexture.java 206 Shader.TileMode.CLAMP);
GridInputProcessor.java 362 mTouchVelX = FloatUtils.clamp(mTouchVelX, -maxVelXx, maxVelXx);
363 mTouchVelY = FloatUtils.clamp(mTouchVelY, -maxVelYx, maxVelYx);
425 // we do nothing for now, but we should clamp to the
    [all...]
GridCamera.java 197 delta = FloatUtils.clamp(delta, -maxDelta, maxDelta);
  /system/core/libpixelflinger/
raster.cpp 184 // we CLAMP here, which works with premultiplied (s,t)
  /external/quake/quake/src/QW/client/
d_draw.s 173 // calculate and clamp s & t
773 // z-clamp on a non-negative gradient span
780 // z-clamp on a negative gradient span
822 // clamp if z is nearer than 2 (1/z > 0.5)
937 // clamp if z is nearer than 2 (1/z > 0.5)
pmove.c 528 // clamp to server defined max speed
828 // clamp to server defined max speed
r_main.c 601 // clamp lighting so it doesn't overbright as much
676 // clamp lighting so it doesn't overbright as much
  /external/quake/quake/src/WinQuake/
d_draw.s 173 // calculate and clamp s & t
773 // z-clamp on a non-negative gradient span
780 // z-clamp on a negative gradient span
822 // clamp if z is nearer than 2 (1/z > 0.5)
937 // clamp if z is nearer than 2 (1/z > 0.5)
d_polyse.cpp 434 // FIXME: need to clamp l, s, t, at both ends?
781 // FIXME: need to clamp l, s, t, at both ends?
879 // FIXME: need to clamp l, s, t, at both ends?
r_main.cpp 584 // clamp lighting so it doesn't overbright as much
659 // clamp lighting so it doesn't overbright as much
  /frameworks/base/core/java/android/widget/
HorizontalScrollView.java 1297 private int clamp(int n, int my, int child) { method in class:HorizontalScrollView
    [all...]
ScrollView.java 1299 private int clamp(int n, int my, int child) { method in class:ScrollView
    [all...]
  /packages/apps/Launcher2/src/com/android/launcher2/
AllApps3D.java     [all...]
  /frameworks/base/graphics/java/android/graphics/drawable/
GradientDrawable.java 324 // to show it. If we did nothing, Skia would clamp the rad
535 colors, st.mPositions, Shader.TileMode.CLAMP));
544 Shader.TileMode.CLAMP));
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  /dalvik/vm/alloc/
HeapSource.c 1032 LOGI_HEAP("Clamp target GC heap from %zd.%03zdMB to %u.%03uMB\n",
1101 /* Clamp it to a reasonable range.
1141 * intended minimumSize than to clamp it arbitrarily based
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  /external/kernel-headers/original/linux/
tcp.h 253 __u32 rcv_ssthresh; /* Current window clamp */
  /external/webkit/WebCore/platform/wx/
ScrollViewWx.cpp 190 // clamp to scroll area
  /frameworks/base/libs/ui/
EventRecurrence.cpp 206 // INT_MIN, and if we're going to wrap, we'll just clamp to
  /packages/apps/Camera/src/com/android/camera/ui/
GLListView.java 257 position = Util.clamp(position, 0, mScrollHeight - height);
  /system/core/libpixelflinger/codeflinger/
texturing.cpp 96 // because we will (have to) clamp the components
216 // when using smooth shading AND anti-aliasing, we need to clamp
464 comment("compute repeat/clamp");
522 // get the integer part of U,V and clamp/wrap
    [all...]
  /external/ppp/pppd/plugins/rp-pppoe/
common.c 236 * clampMss -- clamp value

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